Noir
  • πŸšΆβ€β™‚οΈIntro
  • πŸ“Tutorials
    • πŸŽ“Starting Noir
    • πŸ“–Libraries
    • πŸ–₯️Services
    • ❔Libraries VS Services
    • πŸ’¬Callbacks
    • πŸ’₯Classes
    • πŸ”ŽDebugging
  • πŸ“šExamples
  • β˜„οΈAPI Reference
    • Bootstrapper
    • Built-Ins
      • Classes
        • AITarget
        • Body
        • Command
        • Connection
        • Event
        • HTTPRequest
        • HTTPResponse
        • Library
        • Message
        • Object
        • Player
        • Service
        • Task
        • TickIterationProcess
        • Tracker
        • Vehicle
        • Widgets
          • MapLabelWidget
          • MapLineWidget
          • MapObjectWidget
          • PopupWidget
          • ScreenPopupWidget
          • Widget
      • Libraries
        • Base64
        • Dataclasses
        • Deprecation
        • Events
        • HTTP
        • JSON
        • Logging
        • Matrix
        • Number
        • String
        • Table
      • Services
        • CommandService
        • GameSettingsService
        • HTTPService
        • MessageService
        • NotificationService
        • ObjectService
        • PlayerService
        • TaskService
        • TPSService
        • UIService
        • VehicleService
    • Callbacks
    • Class
    • Classes
    • Debugging
    • Definition
    • Libraries
    • Noir
    • Services
    • TypeChecking
Powered by GitBook
On this page
  • Parameters
  • Returns
  • Parameters
  • Returns
  • Returns
  • Returns
  • Returns
  • Returns
  • Parameters
  • Parameters
  • Returns
  • Parameters
  • Parameters
  • Returns
  • Parameters
  • Parameters
  • Parameters
  • Returns
  • Parameters
  • Returns
  • Parameters
  • Returns
  • Parameters
  • Parameters
  • Parameters
  • Parameters
  • Returns
  • Returns
  • Parameters
Edit on GitHub
  1. API Reference
  2. Built-Ins
  3. Classes

Object

Noir.Classes.Object: NoirClass

Represents a Stormworks object.


Noir.Classes.Object:Init(ID)

Initializes object class objects.

Parameters

  • ID: integer


Noir.Classes.Object:_Serialize()

Serializes this object into g_savedata format.

Used internally. Do not use in your code.

Returns

  • NoirSerializedObject


Noir.Classes.Object:_Deserialize(serializedObject)

Deserializes this object from g_savedata format.

Used internally. Do not use in your code.

Parameters

  • serializedObject: NoirSerializedObject

Returns

  • NoirObject


Noir.Classes.Object:GetData()

Returns the data of this object.

Returns

  • SWObjectData


Noir.Classes.Object:IsSimulating()

Returns whether or not this object is simulating.

Returns

  • boolean


Noir.Classes.Object:Exists()

Returns whether or not this object exists.

Returns

  • boolean


Noir.Classes.Object:Despawn()

Despawn this object.


Noir.Classes.Object:GetPosition()

Get this object's position.

Returns

  • SWMatrix


Noir.Classes.Object:Teleport(position)

Teleport this object.

Parameters

  • position: SWMatrix


Noir.Classes.Object:Revive()

Revive this character (if character).


Noir.Classes.Object:SetData(hp, interactable, AI)

Set this object's data (if character).

Parameters

  • hp: number

  • interactable: boolean

  • AI: boolean


Noir.Classes.Object:GetHealth()

Returns this character's health (if character).

Returns

  • number


Noir.Classes.Object:SetTooltip(tooltip)

Set this character's/creature's tooltip (if character or creature).

Parameters

  • tooltip: string


Noir.Classes.Object:SetAIState(state)

Set this character's AI state (if character).

Parameters

  • state: integer - Ship Pilot: 0 = none, 1 = path to destination Heli Pilot: 0 = None, 1 = path to destination, 2 = path to destination (accurate), 3 = gun run Plane Pilot: 0 = none, 1 = path to destination, 2 = gun run Gunner: 0 = none, 1 = fire at target Designator: 0 = none, 1 = aim at target


Noir.Classes.Object:GetAITarget()

Returns this character's AI target (if character).

Returns

  • NoirAITarget|nil


Noir.Classes.Object:SetAICharacterTarget(target)

Set this character's AI character target (if character).

Parameters

  • target: NoirObject


Noir.Classes.Object:SetAIBodyTarget(body)

Set this character's AI body target (if character).

Parameters

  • body: NoirBody


Noir.Classes.Object:SetAIPositionTarget(position)

Set this character's AI position target (if character).

Parameters

  • position: SWMatrix


Noir.Classes.Object:Kill()

Kills this character (if character).


Noir.Classes.Object:GetVehicle()

Returns the vehicle this character is sat in (if character).

Returns

  • NoirBody|nil


Noir.Classes.Object:GetItem(slot)

Returns the item this character is holding in the specified slot (if character).

Parameters

  • slot: SWSlotNumberEnum

Returns

  • integer


Noir.Classes.Object:GiveItem(slot, equipmentID, isActive, int, float)

Give this character an item (if character).

Parameters

  • slot: SWSlotNumberEnum

  • equipmentID: SWEquipmentTypeEnum

  • isActive: boolean|nil

  • int: integer|nil

  • float: number|nil


Noir.Classes.Object:IsDowned()

Returns whether or not this character is downed (dead, incapaciated, or hp <= 0) (if character).

Returns

  • boolean


Noir.Classes.Object:Seat(body, name, voxelX, voxelY, voxelZ)

Seat this character in a seat (if character).

Parameters

  • body: NoirBody

  • name: string|nil

  • voxelX: integer|nil

  • voxelY: integer|nil

  • voxelZ: integer|nil


Noir.Classes.Object:SetMoveTarget(position)

Set the move target of this character (if creature).

Parameters

  • position: SWMatrix


Noir.Classes.Object:Damage(amount)

Damage this character by a certain amount (if character).

Parameters

  • amount: number


Noir.Classes.Object:Heal(amount)

Heal this character by a certain amount (if character).

Parameters

  • amount: number


Noir.Classes.Object:IsLit()

Returns if this fire is lit (if fire).

Returns

  • boolean


Noir.Classes.Object:GetFireData()

⚠️ | Deprecated. Do not use.

Get this fire's data (if fire).

Returns

  • boolean


Noir.Classes.Object:SetFireData(isLit, isExplosive)

Set this fire's data (if fire).

Parameters

  • isLit: boolean

  • isExplosive: boolean

PreviousMessageNextPlayer

Last updated 2 months ago

β˜„οΈ